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1 2SHQ*/(6%2) 7RP2OVRQ7, 2SHQ*/(6:RUNLQJ*URXS&KDLU Copyright Khronos Group, Page 1

2 2XWOLQH Khronos and OpenGL ES Overview Working Group News Current Working Group Activities Discussion and Feedback Demos and Announcements Copyright Khronos Group, Page 2

3 2XWOLQH Khronos and OpenGL ES Overview - Neil Trevett, NVidia, Khronos Promoters Chair - OpenGL ES Working Group Chair, Working Group News Current Working Group Activities Discussion and Feedback Demos and Announcements Copyright Khronos Group, Page 3

4 .KURQRVDQG 2SHQ*/(6 1HLO7UHYHWW 9LFH3UHVLGHQW(PEHGGHG&RQWHQW19,',$ 3UHVLGHQW.KURQRV*URXS Copyright Khronos Group, Page 4

5 :K\'R:H1HHG6WDQGDUGV" Standards break down obstacles to building markets... by enabling communities to communicate Rich media markets need the graphics hardware and graphics software communities to be able to communicate efficiently Standards are are a Tool Tool for for Strategic Business Development Copyright Khronos Group, Page 5

6 .KURQRV)RFXV² /RZOHYHO*UDSKLFV Khronos develops API standards for graphics and media - 3D, 2D, video, imaging, audio Khronos API standards are Foundation-Level - Close-to-the-silicon access to media acceleration to create a robust foundation for media middleware and applications Almost Almost all all commercially relevant relevant C-native, open open API API standards for for low-level graphics and and media media acceleration are are now now being being created created within within the the Khronos Group Group Copyright Khronos Group, Page 6

7 3HQHWUDWLRQRI1DWLYH0HGLD$3,V MM phones Non 3D MM phones Native API based phones Millions of units Jon Peddie Research Handheld Multimedia Devices report Copyright Khronos Group, Page 7

8 Copyright Khronos Group, Page 8 Around 100 companies creating media authoring and acceleration standards

9 .KURQRV6WDQGDUGV(FRV\VWHP Cross-platform graphics authoring/acceleration ecosystem Safety Critical 2D/3D Many open standards for native 3D graphics acceleration and authoring are now being developed in Khronos. Tremendous opportunity for collaboration and synergy Cross platform desktop 3D Effects Framework 3D Authoring Dynamic Media Authoring Dynamic Media Authoring Standards 2D/3D Vector 2D Streaming Media Enhanced Audio Embedded Media Acceleration APIs DirectX-like set of native APIs Includes mixed media acceleration and OS portability APIs Copyright Khronos Group, Page 9 Composition Working Group Hardware acceleration for window systems

10 JO);² (IIHFWV)UDPHZRUN COLLADA File format for 3D asset interchange widely adopted by DCC tools vendors and Google, Adobe, Epic etc. COLLADA FX Textures, shaders programs, geometry, control and pass information Conditioning - Existing Khronos standards - New glfx standard glfx File Format - OPTIONAL Contains effects optimized for deployment Runtime file format Application glfx Run-time API Application traverses scene data, uses the glfx Runtime API to use effects information to setup the rendering pipeline Runtime API OpenGL 2.1 / OpenGL 3.0 / ES 2.0 (Also ES 1.1 / Mount Evans) Copyright Khronos Group, Page 10

11 :K\$UH.KURQRV6WDQGDUGV.H\" Foundation Level APIs to enable software to effectively use silicon - Close to the silicon fundamental functionality needed on every platform Hundreds of man years invested - Beyond any single company now to produce specifications of this breadth and depth Reduces development and deployment costs - Working proactively to prevent every platform creating a different set of media APIs Royalty-free - Khronos is committed to generating market opportunities for its members and the industry Copyright Khronos Group, Page 11

12 2SHQ*/(6$SSOLFDWLRQVDQG'HYLFHV OpenGL ES 1.1 has become the most widely deployed 3D API - Used in diverse applications, devices and markets Advanced User Interfaces - iphone uses OpenGL ES Mobile Games - $7.2Bn market in 2010 (Informa) 3D Navigation - Google Earth and 3D city data Nokia Nokia N93, N93, iphone, iphone, Sony Sony PS3 PS3 All All use use OpenGL OpenGL ES ES Copyright Khronos Group, Page 12

13 :KDWLV2SHQ*/(6" The leading 3D API for mobile devices - Based on desktop OpenGL - Optimized for mobile / handheld devices - Removes redundancy & rarely used features - Adds mobile-friendly data types - Most of the power of OpenGL in a much smaller package It s here today! - Products from every major handset manufacturer - Over 15M handsets with HW accelerated ES Starting to see STB, automotive applications - Standard API for Sony PLAYSTATION 3 Copyright Khronos Group, Page 13

14 2SHQ*/DQG2SHQ*/(69HUVLRQV OpenGL 1.3 OpenGL 1.5 OpenGL 2.0 OpenGL LP / ME OpenGL ES 2.0 OpenGL ES Halti OpenGL ES 1.0 OpenGL ES 1.1 OpenGL ES 1.x - fixed function pipeline OpenGL ES 2.x - Programmable pipeline - Not backward compatible Copyright Khronos Group, Page 14

15 2XWOLQH Khronos and OpenGL ES Overview Working Group News - Tom Olson, TI - OpenGL ES Working Group Chair Current Working Group Activities Discussion and Feedback Demos and Announcements Copyright Khronos Group, Page 15

16 2SHQ*/(66SHF5HOHDVHG Key Features - Adds vertex and fragment shaders - Removes fixed function pipeline - Super-compact, efficient API - High level language (GLSL ES) - On-line or off-line compilation Advanced Feature Set - Eight attribs / varyings / samplers - Cube Maps - Framebuffer Objects Copyright Khronos Group, Page 16

17 2SHQ*/(61RQGLII6SHF Desktop OpenGL 1.5 Specification Document + ES 1.1 spec = OpenGL ES 1.1 implicit specification OpenGL ES is defined relative to desktop GL - Makes ES spec very compact - Nice for people who know the desktop spec very well - Hard for people who don t Copyright Khronos Group, Page 17

18 2SHQ*/(61RQGLII6SHF Desktop OpenGL 1.5 Specification Document + ES 1.1 spec = OpenGL ES 1.1 Full Specification OpenGL ES is defined relative to desktop GL - Makes ES spec very compact - Nice for people who know the desktop spec very well - But hard for people who don t Enter the OpenGL ES 1.1 Non-Diff Spec - Authored by Jon Leech for Khronos - Based on the OpenGL 1.5 specification document - The original diff spec will be maintained for reference Copyright Khronos Group, Page 18

19 :RUNLQJ*URXS3ULRULWLHV Conformance Tests - ES 2.0 test planned for October 07 - ES 1.1 test improvements on deck Extensions to ES 1.x and New technology - Cleanup Ecosystem Support - Better documentation - SDK? Next-Generation API ( Halti ) - New object model + Mount Evans features; breaks compatibility - Target release in 2010 Copyright Khronos Group, Page 19

20 2XWOLQH Khronos and OpenGL ES Overview Working Group News Current Working Group Activities - Benj Lipchak, AMD - Jeremy Sandmel, Apple - Bill Licea-Kane, AMD Discussion and Feedback Demos and Announcements Copyright Khronos Group, Page 20

21 1HZ2SHQ*/(6 ([WHQVLRQV %HQM/LSFKDN$0' 0DQDJHU+DQGKHOG'6RIWZDUH Copyright Khronos Group, Page 21

22 7KH5RDGWR2SHQ*/(6" Current Extensions: - GL_OES_blend_equation_separate - GL_OES_blend_func_separate - GL_OES_blend_subtract - GL_OES_byte_coordinates - GL_OES_compressed_ETC1_RGB8_texture - GL_OES_compressed_paletted_texture - GL_OES_draw_texture - GL_OES_extended_matrix_palette - GL_OES_fixed_point - GL_OES_framebuffer_object - GL_OES_matrix_get - GL_OES_matrix_palette - GL_OES_point_size_array - GL_OES_point_sprite - GL_OES_query_matrix - GL_OES_read_format - GL_OES_single_precision - GL_OES_stencil_wrap - GL_OES_texture_cube_map - GL_OES_texture_env_crossbar - GL_OES_texture_mirrored_repeat - GL_OES_egl_image - GL_OES_depth24 - GL_OES_depth32 - GL_OES_element_index_uint - GL_OES_fbo_render_mipmap - GL_OES_fragment_precision_high - GL_OES_mapbuffer - GL_OES_rgb8_rgba8 - GL_OES_stencil1 - GL_OES_stencil4 - GL_OES_stencil8 - GL_OES_texture3D - GL_OES_texture_{half_}float{_linear} - GL_OES_texture_npot - GL_OES_vertex_half_float Extensions in the Pipeline: - OES_depth_texture - OES_standard_derivatives - OES_vertex_data_10_10_10_2 - OES_required_internal_format?? Copyright Khronos Group, Page 22

23 2(6BGHSWKBWH[WXUH Copyright Khronos Group, Page 23

24 2(6BGHSWKBWH[WXUH FRQW G Single channel format - 16-, 24-, or 32-bit unsigned integer - (D,D,D,1) returned from sampler Attached to FBO - Captures 1 st thing the light source sees Projected back on scene Used for shadow comparison - Comparison of depth texture versus surface to light distance done in fragment shader - If surface is further from light source than projected depth, surface is in shadow! Copyright Khronos Group, Page 24

25 2(6BVWDQGDUGBGHULYDWLYHV Restores fragment processing functions from desktop GLSL - gentype dfdx(gentype p): change in expression with respect to window-space X axis - gentype dfdy(gentype p): you guessed it, same for Y axis - gentype fwidth(gentype p): abs(dfdx(p)) + abs(dfdy(p)) Used for avoiding aliasing with procedural texture maps - Traditional texture maps have mipmapping for this purpose - These new functions allow fragment shaders to take evasive action - When values change too quickly with respect to window space, go to plan B! - Plan B might be to use an average color, much like a 1x1 mipmap Don t forget to enable grammar! - #extension GL_OES_standard_derivatives : enable New hint to control the quality versus performance tradeoff - glhint(gl_fragment_shader_derivative_hint_oes, GL_NICEST) Copyright Khronos Group, Page 25

26 2(6BYHUWH[BGDWDBBBB Two new vertex attribute data formats - GL_UNSIGNED_INT_10_10_10_2_OES - GL_INT_10_10_10_2_OES - 3- or 4-component arrays Used for saving on storage and bandwidth - Often vertex attribute data can be adequately represented in fewer bits - Format provides as much as 4:1 compression (32-bits vs. 128-bits) Per-primitive glvertexattrib{1234}f{v} does not use new formats - Would require new suffix - Only vertex arrays really benefit from smaller format 31 0 X Y Z W Copyright Khronos Group, Page 26

27 6KDPHOHVV3OXJV Copyright Khronos Group, Page 27

28 7H[WXUH,QWHUQDO)RUPDWV 7RP2OVRQ7, -HUHP\6DQGPHO$SSOH Copyright Khronos Group, Page 28

29 7H[WXUH)RUPDWVLQ2SHQ*/(6 This is how you load a texture: - glteximage2d(, internalformat,, type, &data); On the desktop, you have a lot of freedom: - Lots of types: 3_3_2, 5_6_5, byte, short, float - Generic ( base ) internal formats: RGB, RGBA, LA - Or, sized formats: RGBA2, RGB5, LUMINANCE12, - Driver converts type to nearest internal format GL ES only allows generic (base) internal formats - Saves a lot of driver paths - No conversion between base formats - Driver is supposed to use <type> as a hint as to size - App is supposed to deliver data in the size it wants - If you want 5_6_5 internally, use 5_6_5 as the pixel data type Copyright Khronos Group, Page 29

30 7KH7H[WXUH)RUPDW3UREOHP 1) No guarantees on what internal format the driver will use - The texture data type is only a hint - In theory, driver could store RGB8 data at 2 bits per channel and still be conformant - In practice, the conformance test requires 4 bpp 2) Applications have less freedom than we thought - E.g., Java Image data is always 32 bits/pixel - Usually 16bpp is enough, and it s faster - So, some implementations convert RGB8 to RGB565 - always What if that s not what you want? Copyright Khronos Group, Page 30

31 6ROYLQJ7KH3UREOHP Enter OES_required_internal_format - OES extension (authored by Jeremy Sandmel, Apple) What it allows - Restores a limited selection of sized internal formats from desktop spec - Allows application to reduce precision - Requires driver to use at least the requested precision What it doesn t allow - Base format conversions, e.g. LUMINANCE to RGB - Hallucinated precision, e.g. loading 565 data into RGB8 textures Key features - Backward compatible - old rules apply for base internal formats - Low cost - only requires a few conversion paths in driver - Guarantees that textures will be stored with a minimum level of precision - Due out later this year Copyright Khronos Group, Page 31

32 2SHQ*/(6&76 6KDGHU&RPSOH[LW\ %LOO/LFHD.DQH$0' 2SHQ*/(6&76:RUNLQJ*URXS&KDLU Copyright Khronos Group, Page 32

33 6KDGHU&RPSOH[LW\ OpenGL ES 2.0 Conformance Test Suite - OpenGL ES Common Profile Specification The OpenGL ES Shading Language Copyright Khronos Group, Page 33

34 6KDGHU&RPSOH[LW\ Fundamentals of Conformance Test Suite - NOT EXHAUSTIVE - NOT EXACT - Think of the suite as a sampling of conformant programs Copyright Khronos Group, Page 34

35 6KDGHU&RPSOH[LW\ Appendix A: Limitations for ES Length of Shader Executable This is defined by the conformance tests - Usage of Temporary Variables The maximum number of variables is defined by the conformance tests. Copyright Khronos Group, Page 35

36 6KDGHU&RPSOH[LW\ void main( void ) {} Copyright Khronos Group, Page 36

37 6KDGHU&RPSOH[LW\ void main( void ) { } const vec4 yellow = vec4(1,1,0,1); gl_fragcolor = yellow; Copyright Khronos Group, Page 37

38 6KDGHU&RPSOH[LW\ void main( void ) { } for ( int i = 0; i < 500; i++ ) { // some statement } Copyright Khronos Group, Page 38

39 2XWOLQH Khronos and OpenGL ES Overview Working Group News Current Working Group Activities Discussion and Feedback - Y all Demos and Announcements Copyright Khronos Group, Page 39

40 'LVFXVVLRQ Questions - What drives you crazy about OpenGL ES? - Is the roadmap right (Halti in 2010)? - Is breaking backward compatibility OK? And - Got news to share? Copyright Khronos Group, Page 40

41 2XWOLQH Khronos and OpenGL ES Overview Working Group News Current Working Group Activities Discussion and Feedback Demos and Announcements Copyright Khronos Group, Page 41

Dave Shreiner, ARM March 2009

Dave Shreiner, ARM March 2009 4 th Annual Dave Shreiner, ARM March 2009 Copyright Khronos Group, 2009 - Page 1 Motivation - What s OpenGL ES, and what can it do for me? Overview - Lingo decoder - Overview of the OpenGL ES Pipeline

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